using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace terrariumGame
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>


    public class Game1 : Microsoft.Xna.Framework.Game
    {
        public static Random r = new Random();
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        private Texture2D textureGrass;
        private Texture2D textureTank;
        private Sprite spriteGrass;
        //private Sprite spriteTank;
        private Sprite spriteMob;
        private Enemy[] bomba;
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            textureGrass = Content.Load<Texture2D>("grass");
            textureTank = Content.Load<Texture2D>("tanksSprites");
            spriteGrass = new Sprite(spriteBatch, textureGrass,false);
            //spriteTank= new Sprite(spriteBatch,textureTank,true);
            //spriteTank.InitAnimation(64,64,true,10);
            spriteMob = new Sprite(spriteBatch, textureTank, true);
            spriteMob.InitAnimation(0,1,1,1,64,64,true,4);
            //spriteMob.InitAnimation(64, 64, true, 15);
            spriteMob.SetPosition(300,400);
            bomba= new Enemy[500];
            for (int i = 0; i < bomba.Length; i++)
            {
                bomba[i]= new Enemy(new Sprite(spriteBatch,textureTank,true));
                bomba[i].enemy.InitAnimation(0,1,1,1,64,64,true,20);
                bomba[i].enemy.SetPosition(r.Next(800),r.Next(300));
            }
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            //spriteTank.UpdateAnimation();
            spriteMob.UpdateAnimation();
            spriteMob.AddPosition(0,0f);
            if (spriteGrass.GetPosition().X >= 64) spriteGrass.SetPosition(0, 0);
            if (spriteGrass.GetPosition().Y >= 64) spriteGrass.SetPosition(0, 0);
            spriteGrass.AddPosition(0,0.5f);

            for (int i = 0; i < bomba.Length; i++)
            {
                bomba[i].PhysxUpdate();
                bomba[i].enemy.UpdateAnimation();
            }

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);
            spriteBatch.Begin();

            spriteGrass.DrawTilesFullScreen();
            for (int i = 0; i < bomba.Length; i++)
            {
                bomba[i].enemy.Draw();
            }
            spriteMob.Draw();
            //spriteTank.Draw();
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
